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Water, rivers, prefabs and floors

Place authored scenery, use signed floors and configure real water and river tools.

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Goal#

Place a reusable scenery prefab, author a constructed floor and save a water body in your practice world.

Before you begin#

Complete first-world setup and terrain and surface setup. Use a saved test world, a prefab you can redistribute and a Surface Library for floors. Authoring layers control editing; Unity layers control physics/rendering.

Exact steps: objects#

  1. Open a chunk in the Objects workspace. Expand Manage Object Library. Use Add Category to organize the palette, assign Add Prefab, then click Add.
  2. Select the palette entry and inspect Footprint in tiles, Origin, Visual Offset in world units, Rotation Snap in degrees, and Height Offset. Estimate From Prefab Bounds gives a starting estimate; inspect unusual pivots and decorative overhangs.
  3. Choose an unlocked object layer and the intended toolbar Floor. Select Place, then click in the focused chunk's Scene view or 2D canvas. Inspect the owner chunk, occupied tiles and model alignment after rotation.
  4. For a fixed placement offset, enable Manual XYZ and edit Offset. Sample copies the hovered terrain height. In the Scene view, Ctrl+mouse wheel changes Y, Shift+wheel changes X, and Ctrl+Shift+wheel changes Z.
  5. Click Save. A visual offset changes appearance, not logical footprint size. Use Core gameplay placements for authoritative NPCs/resources rather than adding them as static scenery.

Exact steps: constructed floors#

  1. Select a nonzero signed Floor that exists in the world's configured range. Use World → Properties to add available levels if necessary.
  2. Open Surfaces → Constructed Floors and select a surface profile. Choose Pencil with Whole Tile or Triangle, then click/drag in the 2D canvas. Use Rectangle for a room-sized fill or Erase to remove content.
  3. Inspect the result in Split/Scene view and Save. These are sparse, flat generated floor surfaces. For sculptable natural ground on another floor, create a terrain patch in Terrain instead. Ground-level paths that follow terrain use Surfaces → Landscape Paint.

Exact steps: oceans, lakes and rivers#

  1. Open Terrain → Water, or choose Tools → Green Cloak Games → World Forge → Create Ocean, Create Lake or Create River. Select your saved world first when using a menu command.
  2. Set Name, Water layer and Water material. Oceans/lakes use Surface elevation (Y) in world metres. If you need the supported shader material, use Create Reference Material.
  3. For an ocean, use Pick coastal seed in Scene to choose the intended connected wet region below water elevation. For a lake, use Include Water and Draw boundary: click Scene to add points to enclose an area. Inspect or edit boundary points in tile coordinates.
  4. For a river, use Draw / Add Control Point: click terrain from upstream toward downstream. Edit point position, elevation, width and Current speed (m/s). Turn off drawing when done. Shape the terrain channel yourself; river authoring does not sculpt it.
  5. If connecting a river to a lake/ocean, save that water body first, choose it as the connection owner and align the endpoint elevation. A downstream tributary can join a saved river when its complete endpoint fits the receiving water and agrees with its flow. An intentionally unconnected endpoint produces an authored cap; connections are not compulsory.
  6. Click Recalculate from Terrain / Preview Wet & Dry. Compare proposed coverage with Preview saved coverage (off = proposed coverage), inspect geometry and flow, then click Confirm & Save Water. Recalculate dependent rivers after editing their receiving body. Use Restore / Cancel Uncommitted Changes & Return to discard staged edits.
  7. For original examples, choose Tools → Green Cloak Games → World Forge → Create Original Water Demo or Create Original River Demo. These generators create example assets at new paths.

What you should see#

Scenery keeps its authored footprint and offsets; constructed floors appear on the selected signed floor; confirmed water has valid saved coverage. Water belongs to logical floor 0 independently of its physical elevation. River height varies locally; programmers should use TryGetWaterSample rather than treating a body's representative Elevation as its local height everywhere.

If something goes wrong#

  • A locked authoring layer prevents edits. Visual offsets and object scale do not automatically enlarge logical footprints.
  • Adding available floor levels does not create floor content.
  • River networks do not support cycles, upstream river junctions or waterfalls. Invalid grades, incompatible connections or stale coverage must be corrected before publication.
  • A generic material may display water geometry without directional animation. Use a shader supporting the supplied river-flow channels.
  • Changing water or terrain changes the source revision. Republish both roles and rebind Core gameplay descriptors to the matching catalog.

Next steps#

Bake and publish your world, then test collision/navigation with an actual unit. See authoring troubleshooting for missing surfaces or failed publication.